Oh man, so much better in 0.3.0 Overkill system is much appreciated, and I always love added attack speed. Rework to anima rolls is also a welcomed alternative.
Really wish there was a way to speed past earlier stages after Transcending. I'm sure plenty of good suggestions were made for this already. Perhaps if the overkill value is 2x the enemy's hp, increase the spawn rate? Could also make 2x overkill shots penetrate.
We sped up transcending given you can overkill the monsters. Please see 0.3.0 patch notes in the forum. We've made a lot of balance changes and new features :)
Regarding penetrate, we have a system we'll add in the future which features passive skills. Stay tuned :)
While Fear Tactics is a loss of gold, after a point the increased clearspeed outweighs the loss in gold simply because it takes so long to climb back up from wave 5.
Is DPS listed correctly for the Axe thrower? His listed damage makes me think he should be doing much more damage than he is. Also, the with the death animation factored in, he has to attack twice even on enemies he 1-shots. He attacks the same target an extra time after they're dead.
Come back to game after a few weeks. Killing enemies 34 levels higher than me with relative ease, but only making 0.01% exp per kill and unable to get the next boss under 75% hp to progress higher. All my exp blessings are maxed and skills re-allocated... did I miss something?
New patch sped things back up definitely. Has something happened to apple drops though? I haven't found any from urns even with the chance for 2x from skills. All in all though, the new change and the re-addition of hard attacks is great.
Ahh this game brings back memories. Please expand "move" mode to be playable, even if it still auto-attacks and gets items... right now it's only good for getting the AI unstuck. Also love the Thac0.
I appreciate the idea, but this sucked all the fun out of the game. If not for having to choose move arrows, I could've just left an auto-clicker on. got boring quick.
Not really sure this could be an idle game. I don't think higher level orders could be completed on their own. Playing actively will not take long either, leaving little reason to idle it.
I instantly regret ascending. Did my first ascension right at lvl 40, but now it takes a good 6+ seconds to kill the easiest thing solo. I was getting much more gold/exp idling on lesser mobs 1-shotting them, but now I am unable to go back. It's almost a punishment. Garden Snakes after ascension #1 are lvl 48, be wary.
Those are some expensive apples. Using the fixed exchanges as a guide, 1 apple = 5 AP = 25 Diamonds. An Apple is worth 25 Diamonds. One expensive pet food. Not counting Support levels and Trophy bonuses, considering pet food is the equivalent of waiting 3 hours (via free pet training), in a sense 1 diamond is worth 7.2 minutes of idling.
Grouping becomes difficult sometimes just from disconnects and other errors. Either from members disconnecting or changing zones causing sync issues it can kill a farming session, especially since it seems the best way to fix it is to refresh
Hi Chezne,
I'm actively working towards resolving these issues. If anyone runs into these occurrences and has a good insight on what lead to it (Details of who was the leader, how many people, if it occurred when leaving a party, etc), it helps tremendously to work to improve the connection integrity checks.
Love the game, but there's a serious problem on higher waves. Playing Epic after Wave 40 it was getting to the point where spawning enemies would grind me to a halt for multiple seconds, and then when I could move again I have maybe 2 fps. I end up dying simply from lack fo frames. Please limit the number of enemies that can spawn in especially when killstreaks are going over 500+ on higher waves.
Killed the King with a Copper Sword +2100. just left the game idle in a lowbie area while at work for a slew of mats. Other materials seemed pointless afterwards even Callisek, nothing could compare. This doesn't seem right.
Super grindy and slow paced. I hate seeing big combos of gems that will do 0 damage to the enemies I'm fighting. I constantly have to look at the color wheel for the 50% dmg stuff since the colors aren't in chromatic order or in the order the heroes are lined up in. Seem very reliant on consumable items and mage treatment. Door switches seem pointless; could just put another monster in the way.
Glad you liked it :) We'll add more features in the future. Stay tuned :)